
Screenshots

Cursed Soulless Vagabonds
Ensorium · Published by Ensorium · Official site ↗
Content notice: This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: General Mature Content, Blood, Violence
Last updated 28 Sept 2026
Master a dark fantasy rogue-incremental game. Steer your character through massive enemy hordes while your chosen build of floating swords fights for you autonomously. Survive intense, short runs without active skills or healing potions. Die often, keep your loot, and unlock permanent upgrades.
Action, Indie, RPG · More free games
About this game
Cursed Soulless Vagabonds is a hybrid rogue-incremental action RPG. It combines the top-down controls of classic action RPGs with the automated combat system of a survivor-like. You will not find any active skills, mana or dodge rolls - but thanks to the incremental approach, all gathered weapons, experience points, and currencies are kept permanently after each of your short runs.
Death is not the end: You always keep your progress and can continuously invest your resources into the Upgrade Map to systematically improve your character. The action unfolds as an intense bullet heaven: Your ever-growing arsenal attacks autonomously, allowing you to focus entirely on gathering loot, and growing stronger.
Bite-Sized Levels
Vagabonds is designed for short, intense play sessions.
A single level takes only a few minutes, and a complete run takes under 15 minutes.
If you die, you can jump straight into the next attempt without any hassle.
In combat, you only need to move your character.
Tactically dodge enemies while your floating swords attack fully automatically.
Move and Collect
Collect all dropped resources and use them across the game.
Upgrade Map
Incrementally improve all characters using your earned loot and expand your permanent power through the Upgrade Map.
Swords

The blades are the core of your build.
With 666 handcrafted weapons and a TCG-inspired equipment system, every run is different.
You can use up to 25 swords simultaneously, floating above you and attacking autonomously.
In the selection screen, they are presented like TCG cards, allowing you to assemble your absolute best arsenal or craft extremely focused builds.
The swords synergize based on set, type, class and color.
Pay attention to the colors so you can combine them intuitively and in a flash.
A Fallen God
You were once a god, watching over humanity from far above. Then a demon's curse fell like a broken dream, stealing your divinity and dragging you down into a weakened form. The curse swept the realm in a single breath, tearing the souls from mankind and pulling them into the only things strong enough to hold them: swords, forged for eternity. The world did not die; it froze into strange loops, with regions and places repeating in half-forgotten echoes. Now, stripped of shape, voice, and power, you must possess the empty husks of fallen warriors. Through them, you must gather these trapped souls, navigate the shifting ruins of a broken realm, and destroy the demon at the heart of the curse to end the cycle.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Intel Core i5-8365U
- Memory: 16 GB RAM
- Graphics: Intel Iris Xe or AMD Radeon Vega 8
- DirectX: Version 11
- Storage: 3 GB available space
Recommended
- OS: Windows 10
- Processor: Intel Core i3-4340
- Memory: 16 GB RAM
- Graphics: NVDIVIA RTX 2060 / 3050 or intel ARC 380 or Radeon 5600
- DirectX: Version 11
- Storage: 3 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
Sword Inventory
Today, we want to focus on the second essential element of Cursed Soulless Vagabonds: our recently finished Sword Inventory.Color-coding to respect your timeManaging a pool of 666 unique weapons can easily become overwhelming. We want to keep the build process intuitive to respect your time. To build powerful combinations, you simply match blades of the same color code to increase the strength of their specific attributes. This will help you recognize the needed synergies at a glance without having to calculate complex numbers.Every duplicate makes you strongerWe usually get frustrated when we play ARPGs and find the same weapon for the 20th time. It feels like a waste of time. We decided to turn this into an advantage: in our inventory equipping identical copies of the exact same sword increases the effect of the attributes even further.Every single drop is usefull and you never lose time managing duplicates.A calm space for strategyFor those who prefer not to rush and have time to spare: the game pauses while you are managing your inventory. You can use this time to carefully read the weapon attributes, enjoy the graphics, listen to the trapped souls inside your blades, enjoy the music and craft your build at your own pace.Read full article on Community Announcements (Ensorium)AnnouncementsOfficial
Level Design & Visuals in Cursed Soulless Vagabonds
In classic Action-RPGs, the camera follows the hero through dungeons and massive worlds. In Cursed Soulless Vagabonds, we chose to skip scrolling levels and traditional exploration.Here is why we did it, and how we brought our dark fantasy world to life. The Level: A Frozen WorldDuring gameplay, our camera stays locked onto the level, fixed in a top-down perspective. The screen does not move.The world of our game did not just die - it is frozen in an in-between state. The levels you fight in are not physically connected places. Instead, they are repeating fragments and echoes, like dreams.A static screen captures this feeling of being ripped out of time and space much better than a scrolling camera ever could.Light designBecause the screen does not move, the atmosphere of the level needs to communicate its mood immediately. To achieve this, we put a lot of effort into the placement and definition of our light sources.By utilizing strong, colored light sources in a dark environment, we bring the static level’s atmosphere to life.A Sneak Peek: When the Stage is Rigid, the Sound Must MoveHow does ambient audio work when the player is not physically walking from a forest into a cave?Our solution is to treat the ambient sound as a three-dimensional object. We will show you how this 3D audio system and our dynamic music work in one of our next updates.Read full article on Community Announcements (Ensorium)AnnouncementsOfficial
Diablo-like or Tower Defense?
Recently, a player from the community asked a great question after watching our gameplay video:“Can't tell if this is a Diablo-like or a Tower Defense? The character looks like they're not attacking and just waiting for the pulsing tower to kill everything.”That is excatly the point, as it is a little bit of both.Screenshot from the gameplay with the Lesser Demon.Let us explain what we are doing differently, how we combine those two genre, and above all, what we are not doing:An Action-RPG without active skills: The Tower Defense AspectIn traditional Action-RPGs, you manage character stats and mana bars, use healing potions and actively trigger skills. We stripped all of that away. You exclusively control the movement of your character (the Husk). The attacks are executed completely automatically by your floating blades. With your arsenal of 666 weapons, you essentially build your own mobile Tower Defense hub.Gameplay shown in slow motion.The player from the community was right: It is a Tower Defense game, but the "tower" is you.Difficulty through Mass instead of MathSince you, the player, act as a mobile tower, we have to challenge you differently. In many Action-RPGs, difficulty is increased by mathematically scaling up enemies later in the game, simply giving them more health points. We take a different approach. In our game, difficulty comes from gigantic enemy swarms (the Vagabonds) and the composition of the waves. To bridge the gap between the massive hordes and the final boss, we have now introduced a new enemy class: the Lesser Demon. It brings specific new behavioral patterns into the swarm that your autonomous weapons must react to.The Lesser Demon with the Vagabonds. Character moving and swords attacking.We do not scale difficulty through pure math, but also through mass and enemy composition.These are two of the six genres we are combining. We'll show and explain the others soon, too.Read full article on Community Announcements (Ensorium)






